- Shield Reflect is now passed through Devotion as well.

- Devotion won't work on guildmates now (only party-members)
- Devoted to characters lose the devotion effect when the Crusader is at less than 25% Hp.
- Changed Gravity Field's element to earth so that it may hit hidden chars.
- chrif_scdata_save will not send a save scdata request when the char has been already tagged as in the final save.
- Cleaned up status_change_start a bit to make status_change_end calls on a separate switch, before it is cancelled by the switch about "sc already active". If it fails because the sc is already active, now it returns 1.
- Cleaned SC_SUITON a bit to get rid of that compile warning.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5589 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-03-13 18:50:35 +00:00
parent 2f1e8fcdaa
commit 6e2b036285
7 changed files with 177 additions and 164 deletions

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@ -5,6 +5,15 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
2006/03/13
* Shield Reflect is now passed through Devotion as well. [Skotlex]
- Devoted characters lose the devotion effect when the Crusader is at less
than 25% Hp. [Skotlex]
* chrif_scdata_save will not send a save scdata request when the char has
been already tagged as in the final save. [Skotlex]
* Some status_change_start cleanups, stuff like blessing should now remove
stone/curse even if the status does not begins because the character is
already blessed. [Skotlex]
* Cleaned SC_SUITON a bit to get rid of that compile warning. [Skotlex]
* Added function battle_calc_gvg_damage for gvg related damage reductions.
Fixes Gravitation being reduced as well as Pressure overriding max-castles
restriction. [Skotlex]

View File

@ -26,6 +26,9 @@
=========================
03/13
* Devotion won't work on guildmates now (only party-members) [Skotlex]
* Changed Gravity Field's element to earth so that it may hit hidden chars.
[Skotlex]
* Added missing mob skills to G_HYDRA, G_PARASITE [Lupus]
* Fixed TK and Soul Linker's position of their job entry in exp2.txt,
thanks to Coltaro. [Skotlex]

View File

@ -274,7 +274,7 @@
252,0,6,4,0,0,0,10,1,no,0,0,0,weapon,0 //CR_REFLECTSHIELD#Shield Reflect#
253,-2,8,1,6,0,0,10,-2,no,0,0,0,weapon,0 //CR_HOLYCROSS#Holy Cross#
254,0,6,4,6,0,0,10,1,no,33,256,0,magic,0 //CR_GRANDCROSS#Grand Cross#
255,7:8:9:10:11,6,16,0,1,0,5,1,yes,0,3584,0,none,0 //CR_DEVOTION#Sacrifice#
255,7:8:9:10:11,6,16,0,1,0,5,1,yes,0,1536,0,none,0 //CR_DEVOTION#Sacrifice#
256,9,6,16,0,1,0,5,1,yes,0,512,0,none,0 //CR_PROVIDENCE#Resistant Souls#
257,0,6,4,0,1,0,5,1,no,0,0,0,weapon,0 //CR_DEFENDER#Defending Aura#
258,0,6,4,0,1,0,10,1,no,0,0,0,weapon,0 //CR_SPEARQUICKEN#Spear Quicken#
@ -503,7 +503,7 @@
481,0,0,0,0,0,0,5,0,no,0,0,0,none,0 //HP_MANARECHARGE#Mana Recharge#
482,0,6,4,0,1,0,5,1,no,0,0,0,magic,0 //PF_DOUBLECASTING#Double Casting#
483,9,6,2,0,1,0,1,1,no,0,0,0,none,0 //HW_GANBANTEIN#Ganbantein#
484,9,6,2,0,1,0,5,1,yes,0,0,0,magic,0 //HW_GRAVITATION#Gravity Field#
484,9,6,2,2,1,0,5,1,yes,0,0,0,magic,0 //HW_GRAVITATION#Gravity Field#
485,-2,6,1,-1,0,0,10,1,no,0,0,0,weapon,0 //WS_CARTTERMINATION#Cart Termination#
486,0,6,4,0,1,0,5,1,no,0,0,0,weapon,0 //WS_OVERTHRUSTMAX#Maximum Power Thrust#
487,0,6,4,0,1,0,5,1,no,0,0,0,none,0 //CG_LONGINGFREEDOM#Longing for Freedom#

View File

@ -1155,6 +1155,8 @@ int chrif_save_scdata(struct map_session_data *sd)
struct status_change_data data;
struct TimerData *timer;
if (sd->state.finalsave) //Character was already saved?
return -1;
#ifndef TXT_ONLY
if(charsave_method) //New 'Local' save
{

View File

@ -2145,11 +2145,11 @@ int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4
switch(type){
case SP_AUTOSPELL:
if(sd->state.lr_flag != 2)
pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, val?type2:-type2, type3, type4, current_equip_card_id);
pc_bonus_autospell(sd->autospell, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
break;
case SP_AUTOSPELL_WHENHIT:
if(sd->state.lr_flag != 2)
pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, val?type2:-type2, type3, type4, current_equip_card_id);
pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, (val?type2:-type2), type3, type4, current_equip_card_id);
break;
default:
if(battle_config.error_log)
@ -5272,14 +5272,21 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
clif_updatestatus(sd,SP_HP);
if(sd->status.hp>0){
if(sd->status.hp<sd->status.max_hp>>2 && sd->sc.data[SC_AUTOBERSERK].timer != -1 &&
if (sd->status.hp<sd->status.max_hp>>2) { //25% HP left effects.
if(sd->status.hp>0 && sd->sc.data[SC_AUTOBERSERK].timer != -1 &&
(sd->sc.data[SC_PROVOKE].timer==-1 || sd->sc.data[SC_PROVOKE].val2==0 ))
// ƒI?ƒgƒo?ƒT?ƒN?“®
sc_start4(&sd->bl,SC_PROVOKE,100,10,1,0,0,0);
sd->canlog_tick = gettick();
for(i = 0; i < 5; i++)
if (sd->devotion[i]){
struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
}
}
if(sd->status.hp>0){
sd->canlog_tick = gettick();
return damage;
}
@ -5416,12 +5423,6 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
sd->state.snovice_flag = 4;
}
for(i = 0; i < 5; i++)
if (sd->devotion[i]){
struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
}
pc_setdead(sd);
skill_unit_move(&sd->bl,gettick(),4);
if (battle_config.clear_unit_ondeath)

View File

@ -1000,7 +1000,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case AS_GRIMTOOTH:
{
int type = sd?SC_SLOWDOWN:SC_STOP;
int type = dstsd?SC_SLOWDOWN:SC_STOP;
if (tsc->data[type].timer == -1)
sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
break;

View File

@ -1717,14 +1717,8 @@ int status_calc_agi(struct block_list *bl, int agi)
agi -= 2 + sc->data[SC_DECREASEAGI].val1;
if(sc->data[SC_QUAGMIRE].timer!=-1)
agi -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10);
if(sc->data[SC_SUITON].timer!=-1 && status_get_class(bl) != JOB_NINJA)
if (sc->data[SC_SUITON].val1 > 7)
agi -= 8;
else if (sc->data[SC_SUITON].val1 > 4)
agi -= 5;
else if (sc->data[SC_SUITON].val1 > 1)
agi -= 3;
if(sc->data[SC_SUITON].timer!=-1)
agi -= sc->data[SC_SUITON].val2;
}
return agi;
@ -3639,7 +3633,113 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
return 0;
}
}
//Before overlapping fail, one must check for status cured.
switch (type) {
case SC_BLESSING:
if (!undead_flag && race!=6) {
if (sc->data[SC_CURSE].timer!=-1)
status_change_end(bl,SC_CURSE,-1);
if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0)
status_change_end(bl,SC_STONE,-1);
}
break;
case SC_INCREASEAGI:
if(sc->data[SC_DECREASEAGI].timer!=-1 )
status_change_end(bl,SC_DECREASEAGI,-1);
break;
case SC_DONTFORGETME:
//is this correct? Maybe all three should stop the same subset of SCs...
if(sc->data[SC_ASSNCROS].timer!=-1 )
status_change_end(bl,SC_ASSNCROS,-1);
case SC_QUAGMIRE:
if(sc->data[SC_CONCENTRATE].timer!=-1 )
status_change_end(bl,SC_CONCENTRATE,-1);
if(sc->data[SC_TRUESIGHT].timer!=-1 )
status_change_end(bl,SC_TRUESIGHT,-1);
if(sc->data[SC_WINDWALK].timer!=-1 )
status_change_end(bl,SC_WINDWALK,-1);
//Also blocks the ones below...
case SC_DECREASEAGI:
if(sc->data[SC_INCREASEAGI].timer!=-1 )
status_change_end(bl,SC_INCREASEAGI,-1);
if(sc->data[SC_ADRENALINE].timer!=-1 )
status_change_end(bl,SC_ADRENALINE,-1);
if(sc->data[SC_ADRENALINE2].timer!=-1 )
status_change_end(bl,SC_ADRENALINE2,-1);
if(sc->data[SC_SPEARSQUICKEN].timer!=-1 )
status_change_end(bl,SC_SPEARSQUICKEN,-1);
if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
if(sc->data[SC_CARTBOOST].timer!=-1 )
status_change_end(bl,SC_CARTBOOST,-1);
if(sc->data[SC_ONEHAND].timer!=-1 )
status_change_end(bl,SC_ONEHAND,-1);
break;
case SC_ONEHAND:
//Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
if(sc->data[SC_ASPDPOTION0].timer!=-1)
status_change_end(bl,SC_ASPDPOTION0,-1);
if(sc->data[SC_ASPDPOTION1].timer!=-1)
status_change_end(bl,SC_ASPDPOTION1,-1);
if(sc->data[SC_ASPDPOTION2].timer!=-1)
status_change_end(bl,SC_ASPDPOTION2,-1);
if(sc->data[SC_ASPDPOTION3].timer!=-1)
status_change_end(bl,SC_ASPDPOTION3,-1);
break;
case SC_MAXOVERTHRUST:
//Cancels Normal Overthrust. [Skotlex]
if (sc->data[SC_OVERTHRUST].timer != -1)
status_change_end(bl, SC_OVERTHRUST, -1);
break;
case SC_KYRIE:
// -- moonsoul (added to undo assumptio status if target has it)
if(sc->data[SC_ASSUMPTIO].timer!=-1 )
status_change_end(bl,SC_ASSUMPTIO,-1);
break;
case SC_DELUGE:
if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
status_change_end(bl,SC_BLIND,-1);
break;
case SC_SILENCE:
if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
//Clear Gospel [Skotlex]
status_change_end(bl,SC_GOSPEL,-1);
break;
case SC_HIDING:
if(sc->data[SC_CLOSECONFINE].timer != -1)
status_change_end(bl, SC_CLOSECONFINE, -1);
if(sc->data[SC_CLOSECONFINE2].timer != -1)
status_change_end(bl, SC_CLOSECONFINE2, -1);
break;
case SC_BERSERK: /* バ?サ?ク */
if(battle_config.berserk_cancels_buffs)
{
if (sc->data[SC_ONEHAND].timer != -1)
status_change_end(bl,SC_ONEHAND,-1);
if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
if (sc->data[SC_CONCENTRATION].timer != -1)
status_change_end(bl,SC_CONCENTRATION,-1);
if (sc->data[SC_PARRYING].timer != -1)
status_change_end(bl,SC_PARRYING,-1);
if (sc->data[SC_ENDURE].timer != -1)
status_change_end(bl,SC_ENDURE,-1);
if (sc->data[SC_AURABLADE].timer != -1)
status_change_end(bl,SC_AURABLADE,-1);
}
break;
case SC_ASSUMPTIO:
if(sc->data[SC_KYRIE].timer!=-1)
status_change_end(bl,SC_KYRIE,-1);
break;
case SC_CARTBOOST: /* カ?トブ?スト */
if(sc->data[SC_DECREASEAGI].timer!=-1 )
{ //Cancel Decrease Agi, but take no further effect [Skotlex]
status_change_end(bl,SC_DECREASEAGI,-1);
return 0;
}
break;
}
//Check for overlapping fails
if(sc->data[type].timer != -1){
switch (type) {
@ -3677,7 +3777,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
break;
default:
if(sc->data[type].val1 > val1)
return 0;
return 1; //Return true to not mess up skill animations. [Skotlex
}
(sc->count)--;
delete_timer(sc->data[type].timer, status_change_timer);
@ -3711,28 +3811,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
}
break;
case SC_INCREASEAGI: /* 速度上昇 */
calc_flag = 1;
if(sc->data[SC_DECREASEAGI].timer!=-1 )
status_change_end(bl,SC_DECREASEAGI,-1);
break;
case SC_DECREASEAGI: /* 速度減少 */
calc_flag = 1;
if(sc->data[SC_INCREASEAGI].timer!=-1 )
status_change_end(bl,SC_INCREASEAGI,-1);
if(sc->data[SC_ADRENALINE].timer!=-1 )
status_change_end(bl,SC_ADRENALINE,-1);
if(sc->data[SC_ADRENALINE2].timer!=-1 )
status_change_end(bl,SC_ADRENALINE2,-1);
if(sc->data[SC_SPEARSQUICKEN].timer!=-1 )
status_change_end(bl,SC_SPEARSQUICKEN,-1);
if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
if(sc->data[SC_CARTBOOST].timer!=-1 )
status_change_end(bl,SC_CARTBOOST,-1);
if(sc->data[SC_ONEHAND].timer!=-1 )
status_change_end(bl,SC_ONEHAND,-1);
break;
case SC_SIGNUMCRUCIS: /* シグナムクルシス */
calc_flag = 1;
val2 = 10 + val1*2;
@ -3740,21 +3818,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
tick = 600*1000;
clif_emotion(bl,4);
break;
case SC_ONEHAND: //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
if(sc->data[SC_ASPDPOTION0].timer!=-1)
status_change_end(bl,SC_ASPDPOTION0,-1);
if(sc->data[SC_ASPDPOTION1].timer!=-1)
status_change_end(bl,SC_ASPDPOTION1,-1);
if(sc->data[SC_ASPDPOTION2].timer!=-1)
status_change_end(bl,SC_ASPDPOTION2,-1);
if(sc->data[SC_ASPDPOTION3].timer!=-1)
status_change_end(bl,SC_ASPDPOTION3,-1);
calc_flag = 1;
break;
case SC_MAXOVERTHRUST: //Cancels Normal Overthrust. [Skotlex]
if (sc->data[SC_OVERTHRUST].timer != -1)
status_change_end(bl, SC_OVERTHRUST, -1);
break;
case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */
if (!(flag&4))
{
@ -3780,37 +3843,11 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
val3 = (val1 / 2 + 5); /* 回? */
}
// -- moonsoul (added to undo assumptio status if target has it)
if(sc->data[SC_ASSUMPTIO].timer!=-1 )
status_change_end(bl,SC_ASSUMPTIO,-1);
break;
case SC_MINDBREAKER:
calc_flag = 1;
if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
break;
case SC_QUAGMIRE: /* クァグマイア */
calc_flag = 1;
if(sc->data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */
status_change_end(bl,SC_CONCENTRATE,-1);
if(sc->data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
status_change_end(bl,SC_INCREASEAGI,-1);
if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
if(sc->data[SC_ONEHAND].timer!=-1 )
status_change_end(bl,SC_ONEHAND,-1);
if(sc->data[SC_SPEARSQUICKEN].timer!=-1 )
status_change_end(bl,SC_SPEARSQUICKEN,-1);
if(sc->data[SC_ADRENALINE].timer!=-1 )
status_change_end(bl,SC_ADRENALINE,-1);
if(sc->data[SC_ADRENALINE2].timer!=-1 )
status_change_end(bl,SC_ADRENALINE2,-1);
if(sc->data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
status_change_end(bl,SC_TRUESIGHT,-1);
if(sc->data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
status_change_end(bl,SC_WINDWALK,-1);
if(sc->data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
status_change_end(bl,SC_CARTBOOST,-1);
break;
case SC_MAGICPOWER:
calc_flag = 1;
val2 = 1;
@ -3853,17 +3890,34 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
calc_flag = 1;
val3 = val1*10;
break;
case SC_DELUGE:
calc_flag = 1;
if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
status_change_end(bl,SC_BLIND,-1);
break;
case SC_VIOLENTGALE:
calc_flag = 1;
val3 = val1*3;
break;
case SC_SUITON:
calc_flag = 1;
if (flag&4)
break;
if (status_get_class(bl) != JOB_NINJA) {
//Is there some kind of formula behind this?
switch ((val1+1)/3) {
case 3:
val2 = 8;
break;
case 2:
val2 = 5;
break;
case 1:
val2 = 3;
break;
case 0:
val2 = 0;
break;
default:
val2 = 3*((val1+1)/3);
break;
}
} else val2 = 0;
break;
case SC_SPEARSQUICKEN: /* スピアクイッケン */
@ -3875,29 +3929,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
break;
case SC_DONTFORGETME: /* 私を忘れないで */
calc_flag = 1;
if(sc->data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
status_change_end(bl,SC_INCREASEAGI,-1);
if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
if(sc->data[SC_ONEHAND].timer!=-1 )
status_change_end(bl,SC_ONEHAND,-1);
if(sc->data[SC_SPEARSQUICKEN].timer!=-1 )
status_change_end(bl,SC_SPEARSQUICKEN,-1);
if(sc->data[SC_ADRENALINE].timer!=-1 )
status_change_end(bl,SC_ADRENALINE,-1);
if(sc->data[SC_ADRENALINE2].timer!=-1 )
status_change_end(bl,SC_ADRENALINE2,-1);
if(sc->data[SC_ASSNCROS].timer!=-1 )
status_change_end(bl,SC_ASSNCROS,-1);
if(sc->data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
status_change_end(bl,SC_TRUESIGHT,-1);
if(sc->data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
status_change_end(bl,SC_WINDWALK,-1);
if(sc->data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
status_change_end(bl,SC_CARTBOOST,-1);
break;
case SC_MOONLIT:
val2 = bl->id;
skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
@ -4016,14 +4047,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
}
break;
case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
if (sc->data[SC_GOSPEL].timer!=-1) {
if (sc->data[SC_GOSPEL].val4 == BCT_SELF) { //Clear Gospel [Skotlex]
status_change_end(bl,SC_GOSPEL,-1);
}
break;
}
break;
case SC_CONFUSION:
clif_emotion(bl,1);
break;
@ -4034,10 +4057,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
/* option */
case SC_HIDING: /* ハイディング */
calc_flag = 1;
if(sc->data[SC_CLOSECONFINE].timer != -1)
status_change_end(bl, SC_CLOSECONFINE, -1);
if(sc->data[SC_CLOSECONFINE2].timer != -1)
status_change_end(bl, SC_CLOSECONFINE2, -1);
if(bl->type == BL_PC && !(flag&4)) {
val2 = tick / 1000; /* 持?時間 */
tick = 1000;
@ -4134,21 +4153,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
break;
case SC_BERSERK: /* バ?サ?ク */
if(battle_config.berserk_cancels_buffs)
{
if (sc->data[SC_ONEHAND].timer != -1)
status_change_end(bl,SC_ONEHAND,-1);
if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
if (sc->data[SC_CONCENTRATION].timer != -1)
status_change_end(bl,SC_CONCENTRATION,-1);
if (sc->data[SC_PARRYING].timer != -1)
status_change_end(bl,SC_PARRYING,-1);
if (sc->data[SC_ENDURE].timer != -1)
status_change_end(bl,SC_ENDURE,-1);
if (sc->data[SC_AURABLADE].timer != -1)
status_change_end(bl,SC_AURABLADE,-1);
}
if(sd && !(flag&4)){
sd->status.hp = sd->status.max_hp * 3;
sd->status.sp = 0;
@ -4161,11 +4165,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
calc_flag = 1;
break;
case SC_ASSUMPTIO: /* アスムプティオ */
if(sc->data[SC_KYRIE].timer!=-1)
status_change_end(bl,SC_KYRIE,-1);
break;
case SC_WARM: //SG skills [Komurka]
if (!(flag&4)) {
val2 = tick/100;
@ -4243,6 +4242,10 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
type2 = SC_DEFENDER;
if (src->sc.data[type2].timer != -1)
sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
type2 = SC_REFLECTSHIELD;
if (src->sc.data[type2].timer != -1)
sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
}
break;
}
@ -4251,15 +4254,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
battle_damage(NULL, bl, status_get_hp(bl)-1, 0);
return 1;
case SC_CARTBOOST: /* カ?トブ?スト */
if(sc->data[SC_DECREASEAGI].timer!=-1 )
{ //Cancel Decrease Agi, but take no further effect [Skotlex]
status_change_end(bl,SC_DECREASEAGI,-1);
return 0;
}
calc_flag = 1;
break;
case SC_CLOSECONFINE2:
{
struct block_list *src = val2?map_id2bl(val2):NULL;
@ -4324,12 +4318,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
calc_flag = 1;
break;
case SC_BLESSING:
if (bl->type==BL_PC || (!undead_flag && race!=6)) {
if (sc->data[SC_CURSE].timer!=-1)
status_change_end(bl,SC_CURSE,-1);
if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0)
status_change_end(bl,SC_STONE,-1);
}
case SC_CONCENTRATION: /* コンセントレ?ション */case SC_ETERNALCHAOS: /* エタ?ナルカオス */
case SC_DRUMBATTLE: /* ?太鼓の響き */
case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
@ -4398,9 +4386,15 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
case SC_SKA:
case SC_TWOHANDQUICKEN: /* 2HQ */
case SC_MIRACLE:
case SC_INCREASEAGI: /* 速度上昇 */
case SC_DECREASEAGI: /* 速度減少 */
case SC_ONEHAND:
case SC_DONTFORGETME: /* 私を忘れないで */
case SC_DELUGE:
case SC_CARTBOOST: /* カ?トブ?スト */
case SC_QUAGMIRE: /* クァグマイア */
calc_flag = 1;
break;
case SC_LULLABY: /* 子守唄 */
case SC_RICHMANKIM:
case SC_ROKISWEIL: /* ロキの叫び */
@ -4449,6 +4443,9 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
case SC_KAAHI:
case SC_INTRAVISION:
case SC_BASILICA:
case SC_MAXOVERTHRUST:
case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
case SC_ASSUMPTIO: /* アスムプティオ */
break;
// gs_something1 [Vicious]
case SC_MADNESSCANCEL:
@ -4857,6 +4854,7 @@ int status_change_end( struct block_list* bl , int type,int tid )
case SC_DEFENDER:
calc_flag = 1;
case SC_REFLECTSHIELD:
case SC_AUTOGUARD:
if (sd) {
struct map_session_data *tsd;